It's happening again!!! It's blowing up. That's fun. Ok you know the drill - don't subscribe unless you're ok with the fact that GD is my secondary form of content. The primary are these weird ambient abstract caretaker rip off music album things. Btw let me just promote my epic Generation Retro remake: ruclips.net/video/OJDZhzYtRdY/видео.html I really like it and it's my first rateworthy level so slap "send for feature" now GAMERS
My reviews: Press Start-1: The additional gameplay is a very welcome change. It's a big step up from doing literally nothing. Aesthetics-wise, I probably would've used white spikes, but that's just personal preference. B-tier. Nock Em-1: Ah, the infamous first coin of Nock Em. Well, let's see what changed. To start, I don't like that the key is obtained in the exact same way as the coin originally was. It's somewhat better than it is in actual Nock Em, since the darkened wall is a better hint than the differently-colored circle, but it still feels too subtle. Maybe a more significant darkening would've helped, or having the key always be visible, or even omitting the key entirely and just having the challenge be about timing the orb press later on. Speaking of, I find the coin route pretty clever. By entering the teleport gate with different gravity than usual, you get to play a part of the level that's normally just decoration. I don't actually understand the logistics of it, since entering in upside-down gravity means leaving in normal gravity and vice versa, but it's not too much of a concern. Also, the fact that the letters say "key" is a nice touch. However, I'm still not happy with the key placement, and that really drags down the score. C-tier, I think. Nock Em-2: Wow, this is one intense coin. The difficulty is a bit jarring, considering that Nock Em is not meant to be that difficult of a level. Maybe it looks harder than it actually is, though. Using the size physics is a clever idea, but the invisible size portal is slightly off-putting. Overall, I'll give it B-tier. Nock Em-3: Godlike. Literally the best collectible ever created in any video game ever. Who would've thought you could make such a fair, sightreadable challenge that still manages to put the player's skills to the ultimate test? The way the player goes on the wall, the buttons, the multiple inputs in rapid succession-everything comes together to make this, truly, one of the coins of all time. Super Mega S Plus-tier. (No.) Power Trip-2: ... Shoot, I really like that. It's simple, yet effective. It doesn't change the underlying concept behind the coin, but the way it swaps the roles of the teleporters is just so fun, I can't help but be happy about it. The coin itself is still kinda underhwleming, though, so B-tier. Power Trip-3: This one feels like a bit much. Honestly, I think any one of the hearts individually would've worked as the coin, or maybe the coin path could've just been open by default. It could be a fun challenge for experienced players (I think I'd personally enjoy it quite a bit), but for newbies, it looks like misery. This one's hard to rank, but I'll go with C-tier. Dash-1: Definitely an improvement because there's actually required additional gameplay, but this coin still isn't exactly amazing. I agree with Colon that this coin probably should've just been relocated. I'll say B-tier. Dash-2: Again, definite improvement. Thank goodness it's colorblind-friendly now, and on a purely superficial level, I think the flickering effect looks really cool. A-tier. Dash-3: A third and final definite improvement. Nicely done. The first part of this coin is quite nice. The path to the cogwheel is decently visible, and squeezing through the gap is a good challenge. The second part is interesting because you touch an object that zaps something else, which is a concept I believe we last saw in Geometrical Dominator. However, this blue X thing looks nothing like the green diamonds, so you have no idea what it does; you just kinda have to jump into it and pray. It's a fascinating concept, to be sure. Only then can you hit the blue orb and reach the coin. This coin seems pretty fair and fun, if a little convoluted. B-tier, I suppose. Hexagon Force-2 (revisited): This coin is very cool and plays with the slope physics nicely, but at the same time, it's quite cryptic. Plus, once you do figure it out, it seems easier than the main path. I think that the crypticness should be reduced by having a later entry point to the coin path. I'd say we could also keep the original coin path, just for the sake of coolness, but I think its easiness might make the section too free. Very cool concept, but the execution could be improved. B-tier. I wish I were able to play these myself. I think it'd really improve the quality of my assessments.
Thanks. As usual I agree, but there's some parts I'd like to differ on or add to. In Nock Em first I get a lot of complaints about not removing the original coin route, but my counterpoints are as follows: - As you saw, the hint is more obvious now. On second thought I'd probably adjust the values to make it more obvious. Also there's a glint where the key is - which again, I probably should have made a different color which is easier to notice - The hole has been tightened to 1x2 instead of 2x2, making the jump out of the structure a lot harder - It's simply a key, and due to the fact that it's followed by a coin, it's okay to be a little less eventful. Also, the logic behind the coin itself is that: You fall into the portal with anti-gravity -> You fall out with regular gravity therefore You fall into the portal with normal gravity -> You fly out with anti-gravity I guess I could have swapped the coin route and main route but I digress. In nock em 2nd, it does not feel difficult at all, though that may be because I'm a 240hz extreme demon slayer. Even then, I thought it was very easy. And I do admit that the placement of the regular size portal is a bit wack and could definitely have been more interesting. With Power Trip 3rd I genuinely had no clue where to put it so I just went with Colon's suggestion of "put one in the spider part or something". Then I saw that at many points you're able to teleport onto the top of the walls you're meant to avoid. (fun fact: the original level actually has collision removed for these tops of platforms to make the clicks a little easier) So I decided to experiment with that idea and added collectibles to each time that you could execute that trick. The coin itself was unlocked by them and used the idea of the gimmick to its maximum. So in my totally unbiased opinion it's a very cool and clever coin. And no, it does not feel difficult in the slightest. And for Dash 3rd, I'll be honest that I ran into a similar issue as Power Trip 3rd, where no good placement was coming to mind, hence why the coin itself is in such a wack spot. And the X thing was just a random pixel item I picked because I couldn't find anything better. Anyway that's about it. Thanks for watching these and reviewing the coins in such an intelligent way. It's been fantastic to get a person with an actual brain in the comments of these videos. Getting this much fame in GD content really shows you the downside of having an audience mostly made up of people so young, so you were a divine breath of fresh air. Have a nice day.
omg.... nock em 2nd coin is so clever i love it hope to see more, especially electrodynamix in the future if you ever do it, since its one of my favorite levels.
I really like your revamps. They are all better than their originals and are creative. Press start 1: D->B Not much to say about this one. Nock em 1: F+->D+ It's better but the placement of the key sucks. I would also consider giving it a custom design. Nock em 2: D->B+ It's really good but I don't think it's as good as your Clutterfunk 2. Nock em 3: S->F I know this was a joke but I'm not a fan of the obnoxious Dash Spider. Power Trip 2: C->A It plays around with the teleporting mechanic really well. Power Trip 3: C- ->B - It's cool but it looks a little messy. Dash 1: D+->C+ I like how it opens an alternate path but it's not enough to rank higher. Dash 2: B->B+ I think there should've been a smoke effect. I also think the bolt should disappear with enough time for the player to react. Dash 3: F- ->A - Cool concept, not much else to say. Hexagon Force 2: F->S Utilizes slopes really well and is clearly harder than the normal route. It's definitely one of my favorites of your revamps but not as good as Clutterfunk 2, Electroman 3, and Geometrical 3.
Nock Em 1st's key had its location slightly improved, actually. Instead of a 2x2 space, the gap is 2x1, making the jump out of it much more difficult and rewarding to pull off. Either way I appreciate the time this took, and I'm always glad to find another electroman 3rd fan.
Coins I think need to be updated for sure: Polargeist 1st coin Maybe electrodynamix’s coins? I can’t even decide. A good amount of the coins in The Tower (needs new blue coin placements)
Fingerdash’s 3rd coin got an S rank from Colon, but I would just put it in the “what were you THINKING” tier, next to Cant Let Go. Don’t get me wrong, the idea of collecting 10 mini coins sounds good on paper, but the execution was terrible because, HOW WOULD NEW PLAYERS REACT TO THIS? I would probably make a Fingerdash Coins Jumpscare kinda like Congregation Jumpscare.
I get what you're saying but let's not forget fingerdash is the 21st main level (I think), by that point the player is used to the wave and the coins and seeing tiny coins scattered around the wave with a 0/10 in the corner should be enough to make them understand (I know new players can jump immediately to fingerdash but firstly that's there problem and secondly coins are optional, if they don't get it the first time, they can try again later) so I don't think understanding how to get the 3rd coin is the problem, is it gimmicky ? Yes. Does it look like a user ? Sure. Does that make that coin bad ? I don't think so
@@obaid8323 I could just revamp the coin entirely. I feel like collecting 8 red coins or finding 5 secrets would be PERFECT for the 3rd coin. Each red coin would be in challenging spots and you have to collect all of them to collect the big coin at the end. The 5 secrets would basically be alternate paths that the player can take and they’re usually harder than the normal path. This idea is from Super Mario 64.
the power trip coins have the same problem they used to: the orbs that are essential to getting the coin are completely invisible. i also think that you can actually just fix the dash 3rd coin by having some indicator that you have to click to get the coin (eg having the 1 flash yellow every time you click)
disagree on both fronts. the power trip 2nd coin has a sparkle and the circle effect to point to the orbs even if dash's 3rd coin was actually indicated it wouldn't change the fact that it's 100% free from a gameplay standpoint.
@@TYsdrawkcaB colorblindness does not apply to either of the power trip coins. like literally not at all. and for the 3rd coin the orbs are not invisible, just less opaque.
Where can I find these levels? Edit: That Spider Jumpscare got me rofl. Honestly I’d like to see that as a coin route. It makes a nice Easter egg. Also Edit: Polargeist’s 1st coin still needs some work.
Coin ratings (my opinion): - Press start 1: D --> B. It fixes one of the major problems with the original. - Nock Em 1: F --> F+. It's definitely an improvement, but the key placement is still garbage. - Nock Em 2: A --> A. I like it, but I think the original is already good enough. - Power Trip 2: C --> A-. I love how it plays around with the teleporting, but I still think that the orbs need more indication. - Power Trip 3: D --> S-. It's so creative and cool! The minus is only because the gameplay could feel strange at first. - Dash 1: D --> D+. It slightly improves a not-so-good coin. - Dash 2: B --> B+. Small visual improvement. - Dash 3: F --> A. It looks really fun! If you could improve the cogwheel placement this would be an S! Overall, great job!
Wow! That's quite thoughtful. I mostly agree, but Nock Em 1 actually had the Key placement itself slightly adjusted. The indication is obvious now, and it also now requires a jump from the edge of the block since the ceiling is right above the player (it's clearer but harder)
For 2nd coin in Nock Em, I think the original is D Tier mainly because of the really awkward transition and it fells very different from the first coin in Deadlocked. However, the revamped coin (in this video) is become really really good because this is creative, utilizing the mini portal.
Still better than crashing into a wall and then getting the coin. The 1st one obviously has more gameplay than just getting it by going straight into a wall so I wouldn't really say worse.
Power trip last coin could do without the hearts, just set the coin in one of the hearts' location and you've already got a very solid coin. The hearts are just bloat. Not gonna lie, the placements were much worse than in the last video. Most of these feel like custom level coins and not official coins, will stuff like collectibles, keys, invisible portals; I'm not a huge fan.
I disagree on all fronts, and you can either read why or skip my explanation by playing the "not reading allat" card. About the coins feeling more like custom levels, while this is true, it's important to recognize that a part of that is simply the fact that with 2.2 there's a lot more features to use and integrate into coins. Making a good coin in this version requires it to be smoothly made into part of the level, which by itself makes it more complicated and custom level-y. Also, like a solid half of the coins are nothing but very small linear improvements to RobTop's own coins, so the argument falls apart for those. About Power Trip's 3rd coin, if it was added in place of just one of the hearts, it would be way too easy. While the coin may have been fine if the route was always unlocked, even without the hearts to open the wall, I decided to add them as a way to consistently utilize an opportunity that arises in the spider part due to how it was made. You get a heart for teleporting onto the top of a spike pillar and falling from there - if you understand and pull that gimmick off 3 times you unlock the coin, which itself also uses this same idea, though in a more technical and complicated manner. And about the quality of the coins compared to the first video, for me it's a no-brainer that this video contains much better coins. I put much more love into all of them and really finetuned them until they felt good, official, and fun. But at the end of the day, games are art, and art is at its most fun when we all have differing opinions on it.
Aren't fake walls like The thing that coins do most of the time Such a random thing to call out. Never become a gd RUclipsr istg, then you get comments like this.
It's happening again!!! It's blowing up. That's fun.
Ok you know the drill - don't subscribe unless you're ok with the fact that GD is my secondary form of content. The primary are these weird ambient abstract caretaker rip off music album things.
Btw let me just promote my epic Generation Retro remake: ruclips.net/video/OJDZhzYtRdY/видео.html
I really like it and it's my first rateworthy level so slap "send for feature" now GAMERS
Ok
0:54 I like how "RUB" is replaced with "KEY". Nice subtle change!
Nock em 3rd coin💀
Cologne Fox Army [Wave 1 ]
#############
# #
# # @
# #
##### _
######
Ohno Dash Spider aaa 2 spooky 4 me!
Colon be like. 💀
just a bit of inspiration from dash 😂
@@OmarAlOkailyyeah lmao 😂
Best coin by far
the spider jumpscare was good lmao
Fr 😂😂😂
Minute i saw it say “adjusted gameplay” I knew what was coming
Very clever additions that would be much better than the original placement, well done ZenyX!
GD Colon is going to love your nock em 3rd coin XD
1:40 I f--king called it, so predictable lmaooo
looks joyous! i think the 3rd nock em coin is very unsightreadable though (of couse you had to sneak the dash spider in here LOL)
1:41 dash spider jumpscare 💀
1:40 Dash Spider Jumpscare 💀
💀 colon 💀
My reviews:
Press Start-1: The additional gameplay is a very welcome change. It's a big step up from doing literally nothing. Aesthetics-wise, I probably would've used white spikes, but that's just personal preference. B-tier.
Nock Em-1: Ah, the infamous first coin of Nock Em. Well, let's see what changed.
To start, I don't like that the key is obtained in the exact same way as the coin originally was. It's somewhat better than it is in actual Nock Em, since the darkened wall is a better hint than the differently-colored circle, but it still feels too subtle. Maybe a more significant darkening would've helped, or having the key always be visible, or even omitting the key entirely and just having the challenge be about timing the orb press later on.
Speaking of, I find the coin route pretty clever. By entering the teleport gate with different gravity than usual, you get to play a part of the level that's normally just decoration. I don't actually understand the logistics of it, since entering in upside-down gravity means leaving in normal gravity and vice versa, but it's not too much of a concern. Also, the fact that the letters say "key" is a nice touch.
However, I'm still not happy with the key placement, and that really drags down the score. C-tier, I think.
Nock Em-2: Wow, this is one intense coin. The difficulty is a bit jarring, considering that Nock Em is not meant to be that difficult of a level. Maybe it looks harder than it actually is, though. Using the size physics is a clever idea, but the invisible size portal is slightly off-putting. Overall, I'll give it B-tier.
Nock Em-3: Godlike. Literally the best collectible ever created in any video game ever. Who would've thought you could make such a fair, sightreadable challenge that still manages to put the player's skills to the ultimate test? The way the player goes on the wall, the buttons, the multiple inputs in rapid succession-everything comes together to make this, truly, one of the coins of all time. Super Mega S Plus-tier.
(No.)
Power Trip-2: ... Shoot, I really like that. It's simple, yet effective. It doesn't change the underlying concept behind the coin, but the way it swaps the roles of the teleporters is just so fun, I can't help but be happy about it. The coin itself is still kinda underhwleming, though, so B-tier.
Power Trip-3: This one feels like a bit much. Honestly, I think any one of the hearts individually would've worked as the coin, or maybe the coin path could've just been open by default. It could be a fun challenge for experienced players (I think I'd personally enjoy it quite a bit), but for newbies, it looks like misery. This one's hard to rank, but I'll go with C-tier.
Dash-1: Definitely an improvement because there's actually required additional gameplay, but this coin still isn't exactly amazing. I agree with Colon that this coin probably should've just been relocated. I'll say B-tier.
Dash-2: Again, definite improvement. Thank goodness it's colorblind-friendly now, and on a purely superficial level, I think the flickering effect looks really cool. A-tier.
Dash-3: A third and final definite improvement. Nicely done.
The first part of this coin is quite nice. The path to the cogwheel is decently visible, and squeezing through the gap is a good challenge.
The second part is interesting because you touch an object that zaps something else, which is a concept I believe we last saw in Geometrical Dominator. However, this blue X thing looks nothing like the green diamonds, so you have no idea what it does; you just kinda have to jump into it and pray. It's a fascinating concept, to be sure. Only then can you hit the blue orb and reach the coin.
This coin seems pretty fair and fun, if a little convoluted. B-tier, I suppose.
Hexagon Force-2 (revisited): This coin is very cool and plays with the slope physics nicely, but at the same time, it's quite cryptic. Plus, once you do figure it out, it seems easier than the main path. I think that the crypticness should be reduced by having a later entry point to the coin path. I'd say we could also keep the original coin path, just for the sake of coolness, but I think its easiness might make the section too free.
Very cool concept, but the execution could be improved. B-tier.
I wish I were able to play these myself. I think it'd really improve the quality of my assessments.
Thanks. As usual I agree, but there's some parts I'd like to differ on or add to.
In Nock Em first I get a lot of complaints about not removing the original coin route, but my counterpoints are as follows:
- As you saw, the hint is more obvious now. On second thought I'd probably adjust the values to make it more obvious. Also there's a glint where the key is - which again, I probably should have made a different color which is easier to notice
- The hole has been tightened to 1x2 instead of 2x2, making the jump out of the structure a lot harder
- It's simply a key, and due to the fact that it's followed by a coin, it's okay to be a little less eventful.
Also, the logic behind the coin itself is that:
You fall into the portal with anti-gravity -> You fall out with regular gravity
therefore
You fall into the portal with normal gravity -> You fly out with anti-gravity
I guess I could have swapped the coin route and main route but I digress.
In nock em 2nd, it does not feel difficult at all, though that may be because I'm a 240hz extreme demon slayer. Even then, I thought it was very easy. And I do admit that the placement of the regular size portal is a bit wack and could definitely have been more interesting.
With Power Trip 3rd I genuinely had no clue where to put it so I just went with Colon's suggestion of "put one in the spider part or something".
Then I saw that at many points you're able to teleport onto the top of the walls you're meant to avoid. (fun fact: the original level actually has collision removed for these tops of platforms to make the clicks a little easier)
So I decided to experiment with that idea and added collectibles to each time that you could execute that trick. The coin itself was unlocked by them and used the idea of the gimmick to its maximum.
So in my totally unbiased opinion it's a very cool and clever coin. And no, it does not feel difficult in the slightest.
And for Dash 3rd, I'll be honest that I ran into a similar issue as Power Trip 3rd, where no good placement was coming to mind, hence why the coin itself is in such a wack spot. And the X thing was just a random pixel item I picked because I couldn't find anything better.
Anyway that's about it. Thanks for watching these and reviewing the coins in such an intelligent way.
It's been fantastic to get a person with an actual brain in the comments of these videos. Getting this much fame in GD content really shows you the downside of having an audience mostly made up of people so young, so you were a divine breath of fresh air.
Have a nice day.
omg.... nock em 2nd coin is so clever i love it
hope to see more, especially electrodynamix in the future if you ever do it, since its one of my favorite levels.
Since the 1st coin press start is harder than normal route, I think it should has stronger clue for that coin.
Why does the robot at 2:50 have a different animation
If the 3rd coin in dash was in the ship part it would be perfect
0:55 KEY 1:55 Hearts ignored; collects a heart
1:40 Nock em 3rd coin 💀💀💀
For The Nock Em 3rd Coin, The Gameplay Adjusted To Make It Harder, Don't Worry, You Will Come Back And Get The Coin.
1:40 ok that was a good one 🤣🤣
These are actually slightly improved, nice job
Nice video but…….
Nock em 3rd coin 💀
I really like your revamps. They are all better than their originals and are creative.
Press start 1: D->B Not much to say about this one.
Nock em 1: F+->D+ It's better but the placement of the key sucks. I would also consider giving it a custom design.
Nock em 2: D->B+ It's really good but I don't think it's as good as your Clutterfunk 2.
Nock em 3: S->F I know this was a joke but I'm not a fan of the obnoxious Dash Spider.
Power Trip 2: C->A It plays around with the teleporting mechanic really well.
Power Trip 3: C- ->B - It's cool but it looks a little messy.
Dash 1: D+->C+ I like how it opens an alternate path but it's not enough to rank higher.
Dash 2: B->B+ I think there should've been a smoke effect. I also think the bolt should disappear with enough time for the player to react.
Dash 3: F- ->A - Cool concept, not much else to say.
Hexagon Force 2: F->S Utilizes slopes really well and is clearly harder than the normal route. It's definitely one of my favorites of your revamps but not as good as Clutterfunk 2, Electroman 3, and Geometrical 3.
Nock Em 1st's key had its location slightly improved, actually. Instead of a 2x2 space, the gap is 2x1, making the jump out of it much more difficult and rewarding to pull off.
Either way I appreciate the time this took, and I'm always glad to find another electroman 3rd fan.
@@Zenyx64 Oh, I didn't even notice that. It's enough for me to bump it up to a D+ but it's still not good.
Coins I think need to be updated for sure:
Polargeist 1st coin
Maybe electrodynamix’s coins? I can’t even decide.
A good amount of the coins in The Tower (needs new blue coin placements)
0:42 Maybe Move The Coin 🤔
Fingerdash’s 3rd coin got an S rank from Colon, but I would just put it in the “what were you THINKING” tier, next to Cant Let Go. Don’t get me wrong, the idea of collecting 10 mini coins sounds good on paper, but the execution was terrible because, HOW WOULD NEW PLAYERS REACT TO THIS? I would probably make a Fingerdash Coins Jumpscare kinda like Congregation Jumpscare.
I get what you're saying but let's not forget fingerdash is the 21st main level (I think), by that point the player is used to the wave and the coins and seeing tiny coins scattered around the wave with a 0/10 in the corner should be enough to make them understand (I know new players can jump immediately to fingerdash but firstly that's there problem and secondly coins are optional, if they don't get it the first time, they can try again later) so I don't think understanding how to get the 3rd coin is the problem, is it gimmicky ? Yes. Does it look like a user ? Sure. Does that make that coin bad ? I don't think so
@@obaid8323 I could just revamp the coin entirely. I feel like collecting 8 red coins or finding 5 secrets would be PERFECT for the 3rd coin. Each red coin would be in challenging spots and you have to collect all of them to collect the big coin at the end. The 5 secrets would basically be alternate paths that the player can take and they’re usually harder than the normal path. This idea is from Super Mario 64.
@@obaid8323New players will see 0/10, but will probably think that if they don’t collect 10 coins, they die.
I love Nock Em's coins (except the third one).
I like these coin placements more
the power trip coins have the same problem they used to: the orbs that are essential to getting the coin are completely invisible.
i also think that you can actually just fix the dash 3rd coin by having some indicator that you have to click to get the coin (eg having the 1 flash yellow every time you click)
disagree on both fronts.
the power trip 2nd coin has a sparkle and the circle effect to point to the orbs
even if dash's 3rd coin was actually indicated it wouldn't change the fact that it's 100% free from a gameplay standpoint.
@@Zenyx64 colour blind people can’t read the power trip coin then
i’m also talking about the 3rd one
@@TYsdrawkcaB colorblindness does not apply to either of the power trip coins. like literally not at all.
and for the 3rd coin the orbs are not invisible, just less opaque.
Last song is Soul and Mind, I know it because of Getting Over It
The dash coins are the best coins I've ever seen
Im gonna give them a: super S+
What about the tower
the description, man.
it'S RIGHT THERE
Where can I find these levels?
Edit: That Spider Jumpscare got me rofl. Honestly I’d like to see that as a coin route. It makes a nice Easter egg.
Also Edit: Polargeist’s 1st coin still needs some work.
I think power trips 3rd coin should be more intuitive
Coin ratings (my opinion):
- Press start 1: D --> B. It fixes one of the major problems with the original.
- Nock Em 1: F --> F+. It's definitely an improvement, but the key placement is still garbage.
- Nock Em 2: A --> A. I like it, but I think the original is already good enough.
- Power Trip 2: C --> A-. I love how it plays around with the teleporting, but I still think that the orbs need more indication.
- Power Trip 3: D --> S-. It's so creative and cool! The minus is only because the gameplay could feel strange at first.
- Dash 1: D --> D+. It slightly improves a not-so-good coin.
- Dash 2: B --> B+. Small visual improvement.
- Dash 3: F --> A. It looks really fun! If you could improve the cogwheel placement this would be an S!
Overall, great job!
Wow! That's quite thoughtful.
I mostly agree, but Nock Em 1 actually had the Key placement itself slightly adjusted.
The indication is obvious now, and it also now requires a jump from the edge of the block since the ceiling is right above the player (it's clearer but harder)
For 2nd coin in Nock Em, I think the original is D Tier mainly because of the really awkward transition and it fells very different from the first coin in Deadlocked. However, the revamped coin (in this video) is become really really good because this is creative, utilizing the mini portal.
U forgot nock em 3
@@Eternalblaze199 Nock em 3rd coin improvement in this video, it just joking so it doesn't count.
@@petersusilo9588 please just do it
is so very lmao key jumpcares
I love money.
1:40 nah bruh
1:41 dash jumpscare
You change power trip 1st coin, Mulpan change before you change the blue orb
I think you made the 1st coin of Nock Em even worse
Well then you have absolutely horrendous opinions, idk what to tell you
Still better than crashing into a wall and then getting the coin.
The 1st one obviously has more gameplay than just getting it by going straight into a wall so I wouldn't really say worse.
For the 3rd coin of power trip, it’s like a c to a c. I don’t understand lol
spider got me good
Power trip last coin could do without the hearts, just set the coin in one of the hearts' location and you've already got a very solid coin. The hearts are just bloat.
Not gonna lie, the placements were much worse than in the last video. Most of these feel like custom level coins and not official coins, will stuff like collectibles, keys, invisible portals; I'm not a huge fan.
I disagree on all fronts, and you can either read why or skip my explanation by playing the "not reading allat" card.
About the coins feeling more like custom levels, while this is true, it's important to recognize that a part of that is simply the fact that with 2.2 there's a lot more features to use and integrate into coins. Making a good coin in this version requires it to be smoothly made into part of the level, which by itself makes it more complicated and custom level-y.
Also, like a solid half of the coins are nothing but very small linear improvements to RobTop's own coins, so the argument falls apart for those.
About Power Trip's 3rd coin, if it was added in place of just one of the hearts, it would be way too easy. While the coin may have been fine if the route was always unlocked, even without the hearts to open the wall, I decided to add them as a way to consistently utilize an opportunity that arises in the spider part due to how it was made.
You get a heart for teleporting onto the top of a spike pillar and falling from there - if you understand and pull that gimmick off 3 times you unlock the coin, which itself also uses this same idea, though in a more technical and complicated manner.
And about the quality of the coins compared to the first video, for me it's a no-brainer that this video contains much better coins. I put much more love into all of them and really finetuned them until they felt good, official, and fun.
But at the end of the day, games are art, and art is at its most fun when we all have differing opinions on it.
@@Zenyx64sorry, NOT READING ALLAT :)
The nock em 3rd coin is unsightreadable.
True, I really screwed that one up tbh.
Dash had to eat samwich
IS THAT A DASH SPIDER JUMPSCARE 1:40
I loooove gd cologne
1:00 I think the key that just appear in the mid air is not make sense. It should be revamped again.
Idk what you want man, it has the RobTop trademarked sparkle to hint towards it.
@@Zenyx64 I think probably to make the key visible with low opacity or move the key directly inside the wall (replacing the dot in the wall).
pretty ciik
Good video 👍👍👍
0:59 literally fixed nothing, the problem was the lack of indication
there's plenty indication
the blocks you pass through are darker
the key's location has a glint
I really like your revamped coin level gd may i play?
Geometry Dash Subzero a abandonado el chat 🗿
Dash joined the chat
dash left the chat
Dash -spider-☠️
You should kept the red dot in nock em 😔
The part of the structure that you go through is now a bit darker which in my opinion indicates the route better and also just looks better in general
@@Zenyx64ah ok, I noticed that it was darker and now i actually think its more “secret” but still not completely secret (if that makes sense)
Nock Em 3 got me lol
1:39 WTF
I love GD Cologne
I love gd Cologne
u forgot electrodynamix
hhhg
now *ADD* coins to world
gd cologne: Nock em 3rd coin, he probably didnt put extra text bc its already go- WAIT WHATS GOING ON
Ih and also, why are there so many fake walls.
Aren't fake walls like
The thing that coins do most of the time
Such a random thing to call out.
Never become a gd RUclipsr istg, then you get comments like this.
@@Zenyx64 no i was imitating colon bc he hates fake walls
Cool video, +1 like :D
Dry out
Nock em 2sh coin turn to extemm
1:40 Dash spider
You made nock em first coin worse
It's okay to be wrong.
gd colon be like 💀
1:40 💀💀💀
istg these ppl are annoying
?
Who? Me? What did I do?
13th comment
Pls Heart This I Sub And Like!❤❤❤
@@FridayNightDashingPlayz no :)
@@Zenyx64 Aw…
@@Zenyx64 But Why…😢😢😢😢
I’ll UnSub!
And Not Like
101th comment >:)